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Posted
On 5/14/2026 at 6:32 PM, IncogACC said:

I ask myself this a lot when looking at Chinese mods, "Is there any reason those normal maps NEED to be 8k? And why do you have multiple of them?" I think a lot of modders just don't give a fuck about filesize, "Why yes! The average mod should indeed be 1.3 gigs! Who the fuck cares about VRAM?" which is the reason I appreciate Woju even if not all of their mods are my cup of tea, just for the sake that he and other accomplished modders do know how to balance texture quality and filesize.

 

Am I bringing this up because this Huiyoo Hiyuki mod is filled with duplicated 8k textures and normal maps that bloat the file size of this mod to a ludicrus 1.3 gigs while STILL having missing texture errors, when that shit is completely avoidable? Maybe, maybe. Some modders just do not care, a line that can be applied to pretty much every aspect of modding.

 

Toggles: 14

 

Up - Mask

Down - Shoes

Left - Top

Right - Back ribbon

 

Alt Up - Earrings

Alt Down - Anklets

Alt Left - Tights

Alt Right - Front flap

 

Ctrl Up - Collar

Ctrl Down - Suzu

Ctrl Left - Panties

Ctrl Right - Back flap

 

Shift Up - Necklace

Shift Down - Boobsize

 

The sleeves and sash can't come off because they cover up massive holes in the mesh, take it up with Huiyoo, not me.

 

image.thumb.png.6131dd028fa9c9ab93db80c14109f83f.pngimage.thumb.png.b130a5b2bfce99dc57c68c530bba8b1c.pngimage.thumb.png.e6a919f2ed749856cdbb1276097e85df.pngimage.thumb.png.55966cf4ab5743fe8fb95c83aee36d32.png

I might just be salty 'cus there's apparently another version of this mod coming out semi-soon with more options and I pulled the trigger on doing this too early.

 

Again, filesize too big, hosted on my very nearly full Gdrive

Download

Did you make any texture edit here? and if you do is this (or there) a glossy stocking version?

Posted (edited)
1 hour ago, Aqiriza said:

Did you make any texture edit here? and if you do is this (or there) a glossy stocking version?

I added the nipple and pussy textures, that was it for texture edits, I also added the nudity toggles.

I built this off of an earlier version of the mod, not the most up to date version with the extra stocking textures and I can't be arsed to redo that work again for the new version so I just... haven't, nor do I plan on doing it.

Edited by IncogACC
Posted
7 hours ago, AtomicGrievous said:


Mornye - Beach Cardigan (NSFW) (B8 - W5) - V1.3
(edited by AtomicGrievous)
+
Starfield Calibrated - 5 Dimensions by AtomicGrievous

image.png.f1cfe1e16f4857bd3a6b5f5b19e07c11.png
image.thumb.png.2950bcf9460769f57bfafa4041463a2f.png

image.png.ee0016082ba5f32d50b3179e0696c519.png

image.thumb.png.e848ca3dadb390b6c5c4cf7ef4fe3bfb.png

image.thumb.png.ca8542926b271ffdbb932e0c58bcfef1.png

 

Toggles:

NUMPAD 1    Beach Cardigan
NUMPAD 2    Bikini
NUMPAD 3    Chain Waist
NUMPAD 4    Necklace
NUMPAD 5    Choke
NUMPAD 6    Leg Lace
NUMPAD 7    Legs Inside

, & .                Legs/Socks Colors
⭠ & ⭢           Bikini Colors
9 & 0             Beach Cardigan Colors
⭣ & ⭡             Weapon Colors

 

Enjoy!



Mornye - Beach Cardigan (NSFW) (B8 - W5) - V1.3 (by AtomicGrievous).rar 74.78 MB · 1 download

I was using the other one just because it has some cow print petals.

Posted (edited)
10時間前、angelgg1997はこう言いました。

バニースーツから下着へのフォームチェンジを設定しようとしているのですが、トグルが連動していて問題が発生しています。2時間も格闘していますが、うまくいきません。唯一できたのは、$swapvar_fengge「1」から「2」に変更することで理想的な見た目にできたことだけです。この2つの状態を互いに独立させる方法はありますか?

 

 

スクリーンショット 2026-05-23 234313.png

スクリーンショット 2026-05-23 233051.png

Edited by metory
Posted
13 hours ago, IncogACC said:

Probably not, the kongxinrumeng mod is merged skeleton mod and you can't mix merged skeleton mods like that. Technically it can work if the donor mod is per-component, but because per-component operates on a different delay than merged skeleton, the movement of the parts aren't synced and it's really obvious, so unless both mods in question are per-component, I can't really do hair transplants and in this case, kongxinrumeng's mod is merged skeleton so no dice.

 

Understood. If you had to guess, how many of the mods out there are per component against merged skeleton on average? Which type is more prevalent? 

Posted

heya friends i got a question im having problems with my rover, aemeath, and hiyuki mod they display there default models even after using the lastest fix and yes all other mods for the characters do in fact work like mornye ect,    I cant find much info about my problem any help would be amazing 

Posted
11 hours ago, Syndora said:

 

Understood. If you had to guess, how many of the mods out there are per component against merged skeleton on average? Which type is more prevalent? 

Overwhelmingly merged skeleton for character mods in general, but that scale will tip for certain characters, specifically Phrolova, Hiyuki and potentially Dania (still very much waiting to see how that pans out)

 

Merged skeleton is the standard: It groups VGs which makes the modding process significantly less restrictive and much simpler, weights are easier to do and more advanced weights (custom long hair for example) are actually reasonable to do. Since the VGs are all linked, interrupting that link by trying to bring in an outside mesh will just break things, plus current merged skeleton has no concept of being able to ID unique instances of the same object and separate them accordingly which is why Phrolova/Hiyuki ult anims break merged skeleton mods and why you can't have the same character on screen twice or the anims will be forcibly shared between them.

 

Merged skeleton is essentially the "training wheels" for WuWa modding in the sense that anything you can do on merged skeleton you can probably do on per-component, but the difference in difficulty to achieve the same quality result for a per-component mod can be absolutely massive, to the point that even if merged skeleton has some downsides, they're FAR outweighed by the upsides for the modding experience.

 

Per component is technically faster (Slightly better performance and no 1 frame animation delay), it doesn't cause multiple instances to break and it allows for component swapping (Which is what you initially asked for with the hair transplant), but the downside is that each component being handled individually means that each component has to be weighted and textured independently of the others which is a lot more restrictive. 

 

For the problems that it does have, Spectrum worked a miracle getting merged skeleton to where it is right now and it's VERY much the preferred option for modders to use, per-component exists for those times where the merged skeleton downsides outweight the convenience and that's pretty much exclusively Phrolova ult, which is why you'll see a lot of Phrolova mods come with multiple folders, 2 Phrolova mods and a ring mod, the ring mod tracks the presence of the ult and swaps the 1st Phrolova mod (Merged skeleton) for the 2nd mod (per-component) during ult in order to get the best of both worlds at the cost of storage space and some performance.

 

So yeah, don't expect component swapping to be an option most of the time, granted I know there was someone here who's done a fair bit of component swapping and I did ask them about it a while back, I'd have to go dig up some old posts to see if they had a workaround or not.

Posted

Took my first look at Dania modding and hoooooo boy, she's not technically Zani 2.0, but I think people are going to take it that way and it's gonna cause some problems.

 

Dania uses some kind of base body which has the base form outfit and ult form outfit layered over top of it, so 3 mods for the field.

She flickers between normal and ult form on the sequence menu, but unlike the field, the interface seems to have both of them contained within a single mesh using different textures? The mesh swap is probably done by disabling a specific component like how Iuno's shoes and Ciaccona's ult work.

 

A total of 4 parts for Dania, similar to Zani but with a key difference, Dania's body isn't actually split up into pieces like Zani's body is, it's only the clothing that's separate, and on top of that, all the necessary weights are in the base body meaning you can just throw away the 2 clothing parts entirely unless you explicitly need properties from them (like her fuzzy sleeve shader).

 

This means that ideally modders would only mod the base body and just skip the 2 clothing parts, that way they can just get the mod down to 2 files and call it a day, but unfortunately, that's not happening right now.

The mods I've tested out so far all have at least 4, sometimes 5 parts to them, like this mod for example:

image.png.ead76e2454fe649b2365e2c9b7442d3c.png

This mod only actually relies on the base body as the other parts are just skipped, but because this modder didn't know what to do about the textures, they generated an additional 3 mods ALL with duplicated textures in order to cover their bases. 2 of the mods exist purely to skip the clothing parts, but still have full textures and the 3rd extra mod is just a copy of the base body with liberation texture hashes instead, ultimately making for a SINGNIFICANLY more wasteful mod.

 

Most modders are just gonna go with whatever WWMI tools spits out for them and WWMI tools wasn't written to handle optimising Dania's specific situation so for the time being anyway, a lot of Dania mods are going to be VERY bloated and eat more performance.

 

Anyway, if you want to identify each part so you can name your folders accordingly (if you're renaming folders from Chinese or Korean to English for example), check the component hash and change accordingly.

 

89d30421 - Base body

6b2be47e - Normal form outfit

4e4dc18e - Liberation form outfit

8287b2f2 - Interface

 

Ultimately it's not all that important information for a user, just something to be aware of, if your Dania mods are super bloated then chances are with a little elbow grease, you'll be able to slim them down quite significantly.

Posted
1 hour ago, IncogACC said:

Took my first look at Dania modding and hoooooo boy, she's not technically Zani 2.0, but I think people are going to take it that way and it's gonna cause some problems.

 

Dania uses some kind of base body which has the base form outfit and ult form outfit layered over top of it, so 3 mods for the field.

She flickers between normal and ult form on the sequence menu, but unlike the field, the interface seems to have both of them contained within a single mesh using different textures? The mesh swap is probably done by disabling a specific component like how Iuno's shoes and Ciaccona's ult work.

 

A total of 4 parts for Dania, similar to Zani but with a key difference, Dania's body isn't actually split up into pieces like Zani's body is, it's only the clothing that's separate, and on top of that, all the necessary weights are in the base body meaning you can just throw away the 2 clothing parts entirely unless you explicitly need properties from them (like her fuzzy sleeve shader).

 

This means that ideally modders would only mod the base body and just skip the 2 clothing parts, that way they can just get the mod down to 2 files and call it a day, but unfortunately, that's not happening right now.

The mods I've tested out so far all have at least 4, sometimes 5 parts to them, like this mod for example:

image.png.ead76e2454fe649b2365e2c9b7442d3c.png

This mod only actually relies on the base body as the other parts are just skipped, but because this modder didn't know what to do about the textures, they generated an additional 3 mods ALL with duplicated textures in order to cover their bases. 2 of the mods exist purely to skip the clothing parts, but still have full textures and the 3rd extra mod is just a copy of the base body with liberation texture hashes instead, ultimately making for a SINGNIFICANLY more wasteful mod.

 

Most modders are just gonna go with whatever WWMI tools spits out for them and WWMI tools wasn't written to handle optimising Dania's specific situation so for the time being anyway, a lot of Dania mods are going to be VERY bloated and eat more performance.

 

Anyway, if you want to identify each part so you can name your folders accordingly (if you're renaming folders from Chinese or Korean to English for example), check the component hash and change accordingly.

 

89d30421 - Base body

6b2be47e - Normal form outfit

4e4dc18e - Liberation form outfit

8287b2f2 - Interface

 

Ultimately it's not all that important information for a user, just something to be aware of, if your Dania mods are super bloated then chances are with a little elbow grease, you'll be able to slim them down quite significantly.

I have a NPC one, cant remeber where from but can someone help make it into a proper playable version?

Posted (edited)
9 hours ago, IncogACC said:

Overwhelmingly merged skeleton for character mods in general, but that scale will tip for certain characters, specifically Phrolova, Hiyuki and potentially Dania (still very much waiting to see how that pans out)

 

Merged skeleton is the standard: It groups VGs which makes the modding process significantly less restrictive and much simpler, weights are easier to do and more advanced weights (custom long hair for example) are actually reasonable to do. Since the VGs are all linked, interrupting that link by trying to bring in an outside mesh will just break things, plus current merged skeleton has no concept of being able to ID unique instances of the same object and separate them accordingly which is why Phrolova/Hiyuki ult anims break merged skeleton mods and why you can't have the same character on screen twice or the anims will be forcibly shared between them.

 

Merged skeleton is essentially the "training wheels" for WuWa modding in the sense that anything you can do on merged skeleton you can probably do on per-component, but the difference in difficulty to achieve the same quality result for a per-component mod can be absolutely massive, to the point that even if merged skeleton has some downsides, they're FAR outweighed by the upsides for the modding experience.

 

Per component is technically faster (Slightly better performance and no 1 frame animation delay), it doesn't cause multiple instances to break and it allows for component swapping (Which is what you initially asked for with the hair transplant), but the downside is that each component being handled individually means that each component has to be weighted and textured independently of the others which is a lot more restrictive. 

 

For the problems that it does have, Spectrum worked a miracle getting merged skeleton to where it is right now and it's VERY much the preferred option for modders to use, per-component exists for those times where the merged skeleton downsides outweight the convenience and that's pretty much exclusively Phrolova ult, which is why you'll see a lot of Phrolova mods come with multiple folders, 2 Phrolova mods and a ring mod, the ring mod tracks the presence of the ult and swaps the 1st Phrolova mod (Merged skeleton) for the 2nd mod (per-component) during ult in order to get the best of both worlds at the cost of storage space and some performance.

 

So yeah, don't expect component swapping to be an option most of the time, granted I know there was someone here who's done a fair bit of component swapping and I did ask them about it a while back, I'd have to go dig up some old posts to see if they had a workaround or not.

 

That was very informative. Appreciated. 

Seems like, for now, I'm better off just using the mods that include that hair, to begin with, rather than hoping somebody could swap it. Maybe one day, though.

 

And one more thing... It's actually Denia c(:

Edited by Syndora
Posted
59 minutes ago, Syndora said:

And one more thing... It's actually Denia c(:

Me, a Japanese speaker who plays the game in Japanese and calls the characters by their Japanese names:

1099764332511903774.webp?size=96

I'm usually better about writing the English names even if they're different in JP, but because I've literally never heard the western pronunciation of "Denia" I just write "Dania" because that's what I hear and read.

Posted (edited)

I need help with one mod breaking another from different characters. It looks like after using a Lupa mod, all Phrolova mods just don’t apply. (Also Mrover's)

 

image.png.37da6373b503e380451bafb5d49562f1.png

 

Lupa.7z

 

image.png.a56ce0bd36237b32c5531e355bad4218.pngimage.png.0419e1ced71ea15860bc345551c7d072.png

Edited by SSFako24
Posted
On 5/21/2026 at 9:35 AM, IncogACC said:

Took a week off, no mods really stuck out to me in the meantime except for this one so here I am doing my thing.

Tbh I still don't feel like I've recovered from that hardcore crunch session from the last time I was posting mods so for the time being I'll definitely be taking it a lot slower.

 

Toggles: 8. I coulda done more, but I'm lazy.

 

Up - Hair

Down - Thigh strap

Left - Dress

Right - Panties

 

Alt Up - Hair ribbon

Alt Down - Shoes

Alt Left - Dress back

Alt Right - Sleeves

 

image.thumb.png.53ec947d1b2d98bf99d4b25f7424a43a.pngimage.thumb.png.57367aae3b6e043759c271cda370c44c.pngimage.thumb.png.77534bbbb052f436528d0e279239a995.pngimage.thumb.png.b0807b2d30a5f5f00fb3e51765fe497f.png

Download

Hey bro, I wanted to ask if by any chance you have a cracked NSFW version of this mod. I've been looking for a variation of this mod and haven't found anything, but I'm hoping you might have it. 

And if you haven't already, please consider creating an NSFW version of this beautiful mod.

Greetings.

1adb4cd451d9202ca9d284278f37cf28_w3840_h2160_s1257 (1).webp

Augusta - Silver Bay Flowing Night v1.2.rar

Posted

Can anyone help me fix this problem?

The textures for the I.R.I.S mod and the small NPC's body are corrupted like this. What should I do?

vvff.png

mmmm.png

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